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Scrappy Weapon / Borderlands 3

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While Borderlands 3 has improved on the randomized loot, there are still some items that need to be avoided like the 13th plague...

  • The Rough Rider, a shield that provides no shield points, but increases one's HP and damage resistance, returns from the previous game. However, there are no classes in this game that primarily benefit from having an empty shield and prioritize their health bar instead (in fact, Moze actually prioritizes maxing out her shield and sacrificing her HP). This makes the Rough Rider one of the worst shields in the game despite it being promoted to legendary status.
  • The Binary Operator sniper rifle from the Arms Race DLC suffers from this big time in Mayhem Mode as it can only kill the enemy if they have less HP than the gun’s hidden damage value and deals minimal damage otherwise. In Mayhem 10/11, the health threshold is about 770K to 1.04 million, which doesn’t sound so bad until you put into perspective that Mayhem 10/11 increases enemy HP by 100 times. By the time you have reduced the enemy health to such a level, you could have easily finished said enemy with whatever weapon you were using previously, so you're better off using more effective sniper rifles like the Krakatoa, Skullmasher, Sand Hawk or Lyuda.
  • The Bearcat is a returning weapon from the previous game, and it still suffers from the same problems despite some improvements. While the ammo cost has been reduced down to 2, the weapon still fires in an awkward projectile pattern that is hard to hit enemies with. Additionally, despite firing grenades, it is not boosted by grenade damage bonuses.
  • The AutoAimè from Handsome Jackpot takes a promising premise - a sniper rifle with homing bullets - and completely bungles it, due to said homing bullets going for center of mass. Instead of, you know, any crit spots an enemy has, the whole point of sniper rifles. To top it off, it's a Dahl brand weapon, so it doesn't benefit as much from actually hitting crit spots compared to something like a Jakobs sniper, which can at least make the bullet ricochet upon a successful crit. While it did get damage buffs later on, it's still counter-intuitive and finicky to play with compared to other sniper rifles, especially at high Mayhem Mode levels.
  • The Rectifier's effect is that while the shield is depleted, it will deal shock damage to nearby enemies. Unfortunately, the damage it deals is far too low to be of any use, so you're better off equipping nearly any other shield.
  • The EMP grenade mod primary deals damage to shields... and only shields. In theory, this would be a useful grenade mod to strip away enemy shields. In practice, however, the grenade doesn't do its job well at all due to its pitiful damage output. You're better off shooting the enemy with shock elemental weapons.
  • The Shoddy shotgun is an intentional example. Just like The Bane, The Shoddy is a Joke Weapon obtained as part of a sidequest. But unlike The Bane, which can at least do something despite its flaws, The Shoddy is completely useless, as its pellets fall to the ground right after firing it. No wonder the Vault Hunters are pissed when they were rewarded this weapon.
  • The Predatory Lending is a legendary sub-machine gun manufactured by Hyperion that consumes one dollar instead of submachine gun ammo for every shot you fire. While this could have been a very useful weapon for late game, where money is so plentiful the weapon would essentially have infinite ammo, it has one of the lowest damage per hit out of any legendary weapon in the game. Even in the early game when this weapon is first available, finding ammo isn't an issue, so you pretty much have to force yourself to use this weapon when even a lower rarity SMG can offer performance that is on par.
  • The Night Flyer is a Dahl pistol that doesn't completely kill the enemy, as it stops dealing damage when the target is reduced to 1 HP. While this seems useful to set up kills to complete challenges, most players wouldn't care to complete them. On top of that, the weapon is unwieldy to use, having 2-round burst fire when grounded and full-auto when airborne.
  • T.K.'s Wave and the Tidal Wave Legendary shotguns fire slow-moving bullets in a wave pattern. While theoretically great against large, grounded enemies, on everything else they're basically crap.
  • The Red Suit is considered an inferior version of the Transformer due to its low capacity, poor stats, mismatched effects, and functionality issues despite granting you immunity to Radiation damage. It doesn't even have the ammo absorbing perks like the Transformer does and it's basically unreliable outside of lower Mayhem levels.
  • The Magnificent, a Legendary Vladof pistol, suffers from both mediocre damage and long reload times this side of the old Bandit weapons from 2, forcing players to either take cover while reloading or switch to a better weapon.
  • The Phoenix's Tears artifact gives the player full health upon gaining a Second Wind. Sounds good in theory... until you realize that the Guardian Rank perk Resilient does the exact same thing, only slightly better as it also fully restores shields. The secondary bonuses the Phoenix Tears brings are also fairly unremarkable. So unless you are playing with Guardian Rank Perks disabled, there is literally no reason to equip the Phoenix's Tears over any other artifact.
  • The Horizon is a Tediore Shotgun that creates a singularity upon reload. While its sounds good on paper, it's not really worth it, as its primary fire damage is awful, the singularity is more likely to damage you, and the enemy it drops from is an absolute pain in the ass to deal with.
  • The Superball is a neat reference to Super Mario Bros., but what works in a 2D platformer doesn't necessary work in a First-Person Shooter. The weapon fires fireballs that bounce along the surface, which makes it difficult to impossible to hit distant targets, especially if they're on a higher elevation. Flying enemies are this weapon's bane, as the projectiles don't go high enough to even reach them. It's fun to shoot for a little while, but it's unable to compete against other options.
  • The Vosk's Deathgrip is a Mayhem 4 weapon that fires a group of projectiles that forms a laser grid which damages enemies that pass through it. That sounds like a good concept, but the weapon suffers from multiple issues that makes it difficult to use. First, its range is short even by shotgun standards, so you have to move right up to an enemy in order to damage them. Second, enemies don't tend to stand still, so they'll likely move away from laser grid. Lastly, the weapon consumes a whopping 6 ammo per shot, making it extremely expensive to use. There is an option to use its secondary firing mode to pull enemies towards the laser grid, but it won't help the weapon much.
  • The Pain is Power and Embrace the Pain are a pair of weapons that have either their damage or fire rate increase along with its heat, eventually stopping consuming ammo once it overheats. While these weapons might seem useful in a sustained fight, the drawback is that these weapons ignite the user as it heats up. At higher levels, the self-inflicted burn damage is so high that you'll be downed the moment these weapons ignite you. This makes these weapons often far too dangerous to use in most cases. While these weapons are powerful, there are other options that have similar damage outputs without the risk to their user.
  • The Infinity, once a highly coveted pistol in 2 has fallen from grace and took a major downgrade due to its low damage output despite having infinite ammo. Mayhem Mode's enemies being damage sponges in higher levels don't really help either.

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